Video game machine with rotational mechanism

ABSTRACT

The invention provides an image processing unit for a shooting game in which suitable images can be displayed according to a given situation, and in which more exciting and easy-to-manipulate images are displayed. Coordinate values for objects in three-dimensional virtual space are established on the basis of prerecorded object shape data, view point positions are established on the basis of distances x 1  and x 2  from predetermined objects defined in three-dimensional virtual space (for example, the positions are lower when the distance is shorter, and higher when the distance is longer), the coordinate values established as described above are received, and the coordinate values are converted to a visual field coordinate system as seen from the view points established in the manner described above.

This application is a Divisional Application of U.S. patent applicationSer. No. 10/305,912, filed Nov. 27, 2002, now U.S. Pat. No. 7,057,613,which is a Divisional Application of U.S. patent application Ser. No.09/180,166, filed Nov. 3, 1998, now U.S. Pat. No. 6,509,896.

TECHNICAL FIELD

This device relates to an image processing unit and image processingmethod for generating images seen from a specific view point inthree-dimensional virtual space, relates to a game machine featuring theuse of this image processing unit and image processing method, and alsorelates to a medium on which is recorded a program for executing theimage processing method. The present invention also relates to a gamemachine equipped with a stereo sound effects system.

BACKGROUND ART

Game machines featuring the use of computer graphics include gamemachines in which a gun is used to kill enemies (such as “Virtual Cop,”by Sega Enterprises). This type of game can be enjoyed by a singleplayer or by several players.

Problem 1

This type of game machine requires exciting images as well as imageswhich can be surveyed in their entirety for the sake of playability. Forexample, when an enemy approaches, his trajectory should be shown and heshould be displayed up close. In conventional game machines, players areindividually rated, even in the case of multiple players, makingcollaboration between players irrelevant.

An object of the present invention is to resolve such drawbacks byproviding an image processing unit displaying images that are moreplayable and more exciting.

An object of the present invention is also to provide a game machineallowing collaborative play between players to be rated.

Problem 2

In this type of game machine, the player wears headphones to experiencesounds recorded in the binaural format or the like according to apredetermined storyline.

In this system (game machine), a simple stereo sound effects system canbe constructed using a recording format in which speakers are positionedat the player's ear level.

However, the player experiences prerecorded sounds with this format,which is unsuitable for video games and the like in which situationschange in real time. Moreover, wearing headphones on the head whileplaying games is cumbersome and annoying for players.

There are also stereo sound effects systems in which the sound signalsthat are input to left and right front speakers are processed and sentto left and right rear speakers, but realistic sounds are difficult toreproduce since two sound sources are distributed to the rear.

In view of the foregoing, the object of the present invention isachieved by providing a stereo sound effects game system in whichrealistic stereo sound effects featuring sounds that change assituations change in real time can be experienced without headphones.

DISCLOSURE OF THE INVENTION

The present invention comprises shape memory in which object shape dataare prerecorded, a processing component for establishing coordinatevalues for objects in three-dimensional virtual space based on the shapedata stored in the aforementioned shape memory, conversion means forreceiving the coordinate values established by the aforementionedprocessing component, and for converting the coordinate values to avisual field coordinate system based on a prescribed view point, viewpoint establishment means for establishing the position of theaforementioned view point on the basis of the situation between anobject serving as a predetermined reference and other objects defined inthree-dimensional virtual space, and for sending the position to theaforementioned conversion means, and imaging means for addingpredetermined texture to the shape data of the visual field coordinatesystem converted by the aforementioned conversion means.

The representation of an object along the z axis in virtual 3D space isinherently a matter of simple magnification and shrinkage. Although thetrajectory tends to be representable only along the x axis, depending onthe situation between objects, not only can the view point be elevatedwhen the object is at a distance, for example, and lowered when theobject is nearer to more powerfully represent the trajectory of theobject on the y axis, but the position of the object on the z axis canbe represented by the height of the view point.

The present invention is such that the aforementioned view pointestablishment means elevates the position of the aforementioned viewpoint when the distance between the aforementioned objects is greater,and lowers the position of the aforementioned view point when thedistance between the aforementioned objects is shorter.

The present invention is also such that the aforementioned view pointestablishment means lowers the position of the aforementioned view pointwhen a first process has been executed between the aforementionedobjects, and elevates the position of the aforementioned view point whena second process has been executed between the aforementioned objects.

In the present invention, the aforementioned first process is a processestablishing the pitching path for a pitcher in a baseball game, and theaforementioned second process is the process of the pitch by thepitcher.

The present invention is also such that the aforementioned view pointestablishment means directs the line of vision from the aforementionedview point in the direction of the position of a predetermined object inthree-dimensional virtual space.

The present invention furthermore comprises a first step forestablishing the coordinate values of objects in three-dimensionalvirtual space on the basis of prerecorded object shape data, a secondstep for establishing the position of the view point on the basis of thesituation between predetermined objects defined in three-dimensionalvirtual space, a third step for receiving the coordinate valuesestablished in the aforementioned first step, and for converting thecoordinate values to a visual field coordinate system based on the viewpoint established in the aforementioned second step, and a fourth stepfor adding predetermined texture to the shape data of the visual fieldcoordinate system converted in the aforementioned third step.

The present invention is also a medium on which has been recorded aprogram for executing the aforementioned first through fourth steps on acomputer.

The medium includes, for example, floppy discs, hard discs, magnetictape, photomagnetic discs, CD-ROM, DVD, ROM cartridges, RAM memorycartridges with battery back-up, flash memory cartridges, nonvolatileRAM cartridges, and the like.

Wire communications media such as telephone circuits and radiocommunications media such as microwave circuits are also included. TheInternet is also included in the communications media referred to here.

A medium refers to the recording of information (primarily digital dataand programs) by any physical means, which allows prescribed functionsto be executed by a processing device such as a dedicated processor.Essentially, it may be anything by which a program is downloaded tocomputer by any means so as to execute certain functions.

The present invention also comprises shape memory in which object shapedata are prerecorded, a processing component for establishing coordinatevalues for objects in three-dimensional virtual space based on the shapedata stored in the aforementioned shape memory, conversion means forreceiving the coordinate values established by the aforementionedprocessing component, and for converting the coordinate values to avisual field coordinate system based on a prescribed view point, audiogenerating means for generating sounds based on the position of theaforementioned objects in three-dimensional virtual space, view pointestablishment means for establishing the position of the aforementionedview point on the basis of the sound generating state of theaforementioned audio generating means, and imaging means for addingpredetermined texture to the shape data of the visual field coordinatesystem converted by the aforementioned conversion means.

Game development changes with the use of sounds. For example, characterscall out to each other, the actions of another character end in screamsof death, enemies (dinosaurs) approach to the cacophony of cars.

The present invention is also such that the aforementioned view pointestablishment means directs the line of vision from the aforementionedview point in the direction in w which sounds are generated.

The present invention additionally comprises a first step forestablishing the coordinate values of objects in three-dimensionalvirtual space on the basis of prerecorded object shape data, a secondstep for generating sounds on the basis of the position of theaforementioned objects in three-dimensional virtual space, a third stepfor establishing the position of the aforementioned view point on thebasis of the sound generating state in the aforementioned second step, afourth step for receiving the coordinate values established in theaforementioned first step, and for converting the coordinate values to avisual field coordinate system based on the view point established inthe aforementioned third step, and a fifth step for adding predeterminedtexture to the shape data of the visual field coordinate systemconverted in the aforementioned fourth step.

The present invention is also a medium on which has been recorded aprogram for executing the aforementioned first through fifth steps on acomputer.

The present invention is a medium on which is recorded the procedure forallowing any of the aforementioned methods to be executed by aprocessing unit.

The present invention is a game machine for simulated games that can beplayed by a plurality of players, comprising input means operated by theaforementioned players, shape memory means in which object shape dataare prerecorded, a processing component for establishing coordinatevalues for objects in three-dimensional virtual space based on the shapedata stored in the aforementioned shape memory and signals from theaforementioned input means, conversion means for receiving thecoordinate values established by the aforementioned processingcomponent, and for converting the coordinate values to a visual fieldcoordinate system based on a prescribed view point, imaging means foradding predetermined texture to the shape data of the visual fieldcoordinate system converted by the aforementioned conversion means,display means for displaying the imaging output of the aforementionedimaging means, back-up score calculating means for dividing the screenof the aforementioned display means into a plurality of areascorresponding to the aforementioned plurality of players, for matchingthe plurality of divided areas with the aforementioned plurality ofplayers, and for calculating the back-up score on the basis of theshooting results on a player's own screen and the shooting results onanother player's screen, and rating means for rating players accordingto the aforementioned back-up score.

Until now, gun play games for simultaneous play by multiple playersdisplayed only the score for one's own hits, but the image area on thescreen can be divided into left and right areas, for example, for twoplayers, and a new unit referred to as the back-up score can be awarded,calculated, and displayed for successful hits against enemies not inone's own damage area.

The present invention additionally comprises switch display means fordisplaying a switch on the aforementioned screen, and for switching thescreen when the switch is struck by the aforementioned input means.

The present invention also comprises storyline generating means fordisplaying a prescribed mark on the aforementioned screen, and forchanging the way the game storyline unfolds when the mark is struck bythe aforementioned input means.

The present invention furthermore comprises screen switching means forswitching between a subjective screen as viewed from the aforementionedplayer and an objective screen where part of the player is displayed onthe aforementioned screen.

The present invention is a medium on which is recorded a programallowing a computer to function as the processing component, conversionmeans, view point establishment means, imaging means, and back-up scorecalculating means.

The present invention comprises position calculating means forcalculating in real time the coordinate positions of peripheral devicesrelative to the display screen, and comprises presentation conversionmeans for converting the game presentation displayed on the displayscreen on the basis of the calculated results.

The present invention is such that the aforementioned peripheral deviceconsists of a game gun, a photoreceptor element is disposed near themuzzle of the game gun, the photoreceptor element receives light emittedfrom the display screen of the display unit and generates a prescribedphotoreceptor signal, and the aforementioned calculation meanscalculates the position coordinates for the muzzle of the game gunrelative to the aforementioned display screen according to the signals.

The present invention is such that the aforementioned presentationconversion means comprises image processing means for giving theprescribed presentation images to the display at the coordinate positionto which the muzzle of the aforementioned game gun is pointed on theaforementioned display screen.

The present invention comprises a recoil generating device forsimulating recoil when the aforementioned game gun is fired.

The present invention is such that the aforementioned recoil generatingdevice is air driven.

The present invention is such that the aforementioned recoil generatingdevice comprises a cylinder, an inertia member which moves inside thecylinder, an air inlet which is connected to the cylinder and throughwhich the aforementioned inertia member is moved to generate recoil whenair is compressed, and an elastic member for returning theaforementioned inertia member to the position in which it was before itwas moved.

The present invention is a recording medium on which is recorded aprogram for actuating the position calculating means and presentationconversion means.

The present invention is a stereo sound effects game machine,characterized by comprising a booth for housing a player, a televisionmonitor situated in front of the player located in a specific locationin the aforementioned booth, a plurality of speakers located around theplayer in the aforementioned specific location, speaker driving meansfor forming independent sound sources corresponding to each of theaforementioned plurality of speakers, and for creating stereo soundeffects, image control means for projecting images on the aforementionedtelevision monitor, and central control means for outputting designatedsignals to the aforementioned speaker driving means and theaforementioned image control means as the game unfolds, and for matchingsounds and images to allow the game to advance.

Stereo sound effects corresponding to game situations which change inreal time can be experienced because the central control means createssound effects by outputting designated signals as the game unfolds tothe speaker driving means and image control means, and by matching thesounds and images to independently drive the speakers surrounding theplayer.

The plurality of speakers situated around the player are driven andcontrolled on the basis of independently formed sound sources, therebyallowing the location of the sounds around the player to be freelyvaried to reproduce extremely realistic stereo sound, while alsoallowing more effective stereo sound effects to be created by beinglinked with the images on the television monitor.

Since no headphones are used, the troubles associated with wearingheadphones are eliminated. The players in the booth are isolated fromthe external world, and are also visually and acoustically separatedfrom external factors, allowing the stereo sound effects to be evenfurther enhanced.

The present invention is such that the aforementioned plurality ofspeakers comprise a pair of left and right front speakers situated apartfrom each other in prescribed locations to the left and right,respectively, in front of the player in the aforementioned specificlocation, and a pair of left and right rear speakers situated apart fromeach other in prescribed locations to the left and right, respectively,behind the player in the aforementioned specific location.

Stereo sound effects can be created by controlling the left and rightfront and rear speakers in front of and behind the player based onindependent sound sources.

The present invention is such that the aforementioned plurality ofspeakers comprise a pair of left and right front speakers situated apartfrom each other in prescribed locations to the left and right,respectively, in front of the player in the aforementioned specificlocation, a pair of left and right rear speakers situated apart fromeach other in prescribed locations to the left and right, respectively,behind the player in the aforementioned specific location, and a lowsound playback center speaker situated in a low position in the centerbetween the aforementioned pair of left and right front speakers.

In addition to the aforementioned left and right front and rear speakersin front of and behind the player, a low sound playback center speakeris situated in the middle of the left and right front speakers, and thespeakers are independently controlled, so as to create more effectivestereo sound effects.

The present invention is characterized in that the aforementioned pairof left and right front speakers is situated roughly at the shoulderheight of the player in the specific location, and the aforementionedpair of left and right rear speakers is located somewhat higher than thehead of the player in the specific location.

The speakers are situated in the aforementioned prescribed positionsrelative to the player to allow the player to experience a broad rangeof realistic stereo sound effects in the limited interior space of thebooth.

The present invention comprises operating means operated by the player,wherein the aforementioned central control means inputs operatingsignals from the aforementioned operating means to allow the game toadvance.

When the player operates the operating means, the central control meanschanges the game situation, and designated symbols corresponding to thegame situation are output to the speaker driving means and image controlmeans

Stereo sound effects corresponding to game situations which change inreal time as a result of player operation can be experienced because,when the player operates the operating means, the central control meanschanges the game situation and creates sound effects by outputtingdesignated signals corresponding to the game situation to the speakerdriving means and image control means, and by matching the sounds andimages to independently drive the speakers surrounding the player.

The present invention is such that the aforementioned operating means isa toy gun that emits infrared rays, detection means for sensing thedirection in which the infrared rays are emitted by the toy gun areprovided, and the detection signals of the detection means are input asthe aforementioned operating signals to the aforementioned centralcontrol means.

When the player operates the toy gun, the detection means senses thedirection in which the infrared rays have been emitted, and thedetection signals are input to the central control means, making itpossible to reproduce in image and stereo sound effects the experienceof bullets flying in the direction fired by the toy gun, so that theplayer has a more realistic virtual experience.

The present invention is characterized in that the aforementioneddetection means comprises a plurality of photoreceptors situated aroundthe aforementioned television monitor.

The direction in which the infrared rays are emitted by the toy gun canbe detected based on the way light is received by the plurality ofphotoreceptors situated around the television monitor.

The present invention comprises vibration means situated at the feet ofthe player in the aforementioned specific location and a vibrationdriving means for driving the aforementioned vibration means, whereinthe aforementioned vibration driving means produces vibrations bydriving the aforementioned vibration means by means of designatedsignals from the aforementioned central control means.

The central control means creates stereo sound effects by outputtingdesignated signals as the game unfolds to the speaker driving means andimage control means, and by matching the sounds and images, while at thesame time outputting designated signals to the vibration driving meansas the game unfolds to drive the vibration means and vibrate the feet ofthe player, thereby making for an even more realistic and excitingexperience.

The present invention is characterized in that the aforementionedvibration means is a speaker structure, and the aforementioned vibrationdriving means is a speaker driving means.

The vibration means causing the feet of the player to vibrate is aspeaker structure and transmits sounds, particularly low sounds, in theform of vibrations to the player, who can experience realisticvibrations resembling shaking ground.

The present invention is characterized in that the seat on which theplayer is seated is located in the specific location in theaforementioned booth, and the aforementioned vibration means vibratesthe aforementioned seat.

The vibration means located at the feet of the player vibrates the seaton which the player is seated, allowing the player to experiencevibrations with the whole body, for an even more realistic experience.

The present invention is characterized by comprising a booth for housinga player, a display component located inside the aforementioned booth,image generating means for generating images displayed on theaforementioned display component, rotation means for rotating thedirection in which the aforementioned player is facing, and rotationcontrol means for rotating the aforementioned rotation means, whereinthe aforementioned rotation control means rotates the aforementionedrotation means as the game unfolds, and the aforementioned imagegenerating means changes images according to the rotation.

The present invention comprises a booth for housing a player, a displaycomponent located inside the aforementioned booth, image generatingmeans for generating images displayed on the aforementioned displaycomponent, and special effects generating means for giving specialeffects to heighten the player's sense of being in the scene as the gameunfolds.

The present invention is such that the aforementioned special effectsgenerating means discharges air at the aforementioned player.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of the functions of the device in the firstembodiment of the present invention;

FIG. 2 is an example of the game screen in the first embodiment;

FIG. 3 is an example of the game screen (gun sight display) in the firstembodiment of the present invention;

FIG. 4 is an illustration of the calculation of the back-up score in thefirst embodiment of the present invention;

FIG. 5 is an illustration of the calculation of the back-up score in thefirst embodiment of the present invention;

FIG. 6 is an illustration of the calculation of the back-up score in thefirst embodiment of the present invention;

FIG. 7 is an example of the game screen in the first embodiment of thepresent invention;

FIG. 8 illustrates the movement of the view point in the firstembodiment of the present invention;

FIG. 9 is a flow chart of the processing for the movement of the viewpoint in the first embodiment of the present invention;

FIG. 10 is an example of a game screen to illustrate the principles ofthe movement of the view point in the first embodiment of the presentinvention;

FIG. 11 is an example of the game screen to illustrate the principles ofthe movement of the view point in the first embodiment of the presentinvention;

FIG. 12 is an illustration of the control of enemies in the firstembodiment of the present invention;

FIG. 13 is an example of the game screen to illustrate switching betweenobjective and subjective screens in the first embodiment of the presentinvention;

FIG. 14 is an example of the game screen to illustrate switching betweenobjective and subjective screens in the first embodiment of the presentinvention;

FIG. 15 is an example of the game screen to illustrate screen selectionin the first embodiment of the present invention;

FIG. 16 is an example of the game screen to illustrate screen selectionin the first embodiment of the present invention;

FIG. 17 is an example of the game screen to illustrate the principles ofthe movement of the view point in a second embodiment of the presentinvention;

FIG. 18 is an example of the game screen to illustrate the principles ofthe movement of the view point in the second embodiment of the presentinvention;

FIG. 19 is an example of the game screen to illustrate the processingfor the movement of the view point in the second embodiment of thepresent invention;

FIG. 20 is an illustration of the processing for the movement of theview point in the second embodiment of the present invention;

FIG. 21 is a flow chart of the processing for the movement of the viewpoint in the second embodiment of the present invention;

FIG. 22 is an oblique view of the entire game structure in the thirdembodiment of the present invention;

FIG. 23 is an exploded oblique view of the gun unit (game gun) in thethird embodiment of the present invention;

FIG. 24 is a front view of the display depicting infrared emittingelements situated around the display in the third embodiment of thepresent invention;

FIG. 25 is a block diagram of the system in the third embodiment of thepresent invention;

FIG. 26 is an operational flow chart;

FIG. 27 depicts the appearance of a game unit featuring the use of astereo sound effect game system in a fourth embodiment of the presentinvention;

FIG. 28 is a partially abridged plan of the same;

FIG. 29 is a side view of the same;

FIG. 30 is a front view depicting an example of the screen of atelevision monitor in the fourth embodiment of the present invention;

FIG. 31 is a schematic block diagram of the control system for the gameunit in the fourth embodiment of the present invention;

FIG. 32 depicts the appearance of a game unit featuring the use of astereo sound effects game system in a fifth embodiment of the presentinvention;

FIG. 33 is a partially abridged side view of the same;

FIG. 34 is a schematic block diagram of the control system of a gameunit in a sixth embodiment of the present invention;

FIG. 35 is an oblique view of the game machine in the sixth embodimentof the present invention;

FIG. 36 an illustration of the operation of the game machine in thesixth embodiment of the present invention;

FIG. 37 is a schematic plan of the game machine in the sixth embodimentof the present invention;

FIG. 38 is a cross section of a recoil generating device in the sixthembodiment of the present invention;

FIG. 39 is a cross section depicting the recoil generating deviceattached to the game gun in the sixth embodiment of the presentinvention;

FIG. 40 is a schematic flow chart of the process for determining thestatus in the sixth embodiment of the present invention;

FIG. 41 is a detailed flow chart of the process for determining thestatus in the sixth embodiment of the present invention; and

FIG. 42 is a cross section of a modified recoil generating device in thesixth embodiment of the present invention.

BEST MODE FOR CARRYING OUT THE INVENTION First Aspect of the Invention

Embodiments of the present invention are described below with referenceto the drawings. FIG. 1 is a block diagram depicting a first embodimentof the game unit in present invention. This game unit is an arcade gametype of gun shooting game unit, comprising the base elements of a gameunit frame 10, input device 11, TV monitor 13, and speakers 14.

Input devices 11 are shooting weapons such as pistols, machine guns,rifles, and shotguns, for shooting enemies appearing in the game (thefollowing description is of pistols). The pistol 11 includes aphotoreceptor element not shown in the figure for reading scanning spots(light spots of an electron beam) for the points of impact on the TVmonitor 13, and a trigger switch not shown in the figure which isactuated by operating the gun trigger. Scanning spot detection timingand trigger timing signals are sent by means of a connecting cord to aninput and output interface 106 described below. The TV monitor 13displays the situation unfolding in the game, although a projector maybe used instead of a TV monitor.

The game unit frame unit 10 has a CPU (central processing unit) 101, andis equipped with ROM 102, RAM 103, a sound device 104, input and outputinterface 106, scroll data processor 107, coprocessor (auxiliaryprocessing unit) 108, topographical data ROM 109, geometrizer 110, shapedata ROM 111, imaging device 112, texture ROM 113, texture map RAM 114,frame buffer 115, image synthesizer 116, and D/A convertor 117. Theaforementioned ROM 102 serving as the recording medium in the presentinvention includes other storage means such as hard discs, cartridgetype ROM, CD-ROM and various other well-known types of media, as well ascommunications media (the Internet and various personal computercommunications networks).

The CPU 101 is connected by bus lines to the ROM 102 for storingspecific programs and the like, RAM 103 for storing data, sound device104, input and output interface 106, scroll data processor 107,coprocessor 108, and geometrizer 110. The RAM 103 functions as a buffer,writing various commands (such as object display) to the geometrizer110, writing matrices during conversion matrix computations, and thelike.

The input and output interface 106 is connected to the aforementionedinput device 11 (pistol). Pistol firing, the location of hits, thenumber of rounds fired, and the like are determined based on thescanning spot detection signals from the pistol 11, the trigger signalsindicating that the pistol trigger has been pulled, the currentcoordinate (X,Y) positions of the scanning electron beam on the TVmonitor, and the position of the target, after which the variouscorresponding flags are set up in the prescribed positions in RAM 103.

The sound device 104 is connected by a power amplifier 105 to a speaker14, and the sound effect signals generated by the sound device 104 areelectrically amplified and given to the speaker 14.

In the present embodiment, the CPU 101 reads the development of the gamestoryline on the basis of the program stored in ROM 102, topographicaldata from ROM 109, and shape data from the shape data ROM 11(three-dimensional data such as “enemy characters and other suchobjects” and “scenery, buildings, interiors, subterranean passages andother such game backgrounds”) to simulate three-dimensional virtualspace, to process shooting in response to trigger signals from the inputdevice 11, and the like.

The coordinate values in three-dimensional space for the various objectsin virtual game space are established, and a conversion matrix forconverting the coordinate values to a visual field coordinate system andshape data (buildings, terrain, interiors, laboratories, furniture, andthe like) are designated by the geometrizer 110. The topographical dataROM 109 is connected to the coprocessor 108, and predeterminedtopographical data such as the path along which the camera moves areaccordingly transferred to the coprocessor 108 (and CPU 101). Thecoprocessor 108 determines direct hits, controls and computes deviationbetween the camera line of vision and object as well as the movement ofthe line of sight, and the like, and thus primarily computes fluctuatingdecimal points. The coprocessor 108 thus determines hits on objects andcomputes the position to which the line of vision is moved relative tothe layout of objects, and the results are given to the CPU 101. Thewell-known technique in Japanese Laid-Open Patent Application 8-36651,for example, can be used as the algorithm for determining hits.

The geometrizer 110 is connected to the shape data ROM 111 and imagingdevice 112. Polygon shape data (three-dimensional data consisting ofeach apex, such as buildings, walls, corridors, interiors, terrain,background, protagonist, allies, and various types of enemies) arestored in the shape data ROM 111, and the shape data are transferred tothe geometrizer 110. The geometrizer 110 sees through and converts shapedata designated by a conversion matrix sent from the CPU 101, and theconverted data are provided to a visual field coordinate system based ona coordinate system in three-dimensional virtual space.

The imaging device 112 applies texture to the shape data of theconverted visual field coordinate system for output to the frame buffer115. In order to apply the texture, the imaging device 112 is connectedto the texture data ROM 113 and texture map RAM 114, as well as to theframe buffer 115. The polygon data are referred to as data groups ofrelative or absolute coordinates of each apex of polygons (polygons:primarily triangles or quadrangles) consisting of collections of aplurality of apices. The aforementioned topographical data ROM 109houses relatively crudely established polygon data by which the cameramoves through virtual space according to the game storyline. Bycontrast, the shape data ROM 111 houses more precisely establishedpolygon data for the shapes constituting the screen for enemies,background, and the like.

The scroll data processor 107 computes scrolling data such as text, andthis processor 107 and the aforementioned frame buffer 115 are connectedby the image synthesizer 116 and D/A convertor 117 to the TV monitor 13.By this means, temporarily stored objects (enemies), terrain(background), and other such polygon displays (simulation effects) aswell as the scrolling display of other text data (such as a player'slife count and damage points) are synthesized according to thedesignated priority to generate the final frame image data. The imagedata are converted by the D/A convertor 117 to analog signals, which aresent to the TV monitor 13, and the shooting game images are displayed inreal time.

The operations are described below.

Outline

The unit in the first embodiment of the present invention is used in ashooting game. For example, the player travels in a vehicle with apistol as a weapon on the way to an appointed destination to rescue twomissing parties while shooting enemies (such as dinosaurs) blocking theway. The game is played by one or two players who shoot at enemyindividuals or groups. Combat between players and enemies is one-to-oneor one against many.

When the player is traveling, an objective screen (screen displaying thesurrounding environment including the player) is used. This is to showthe surrounding environment to the player.

When an enemy appears, the screen is switched to subjective mode (screenseen from player's point of view), and the player engages the enemy.FIG. 2 shows an example of the screen at this time. The player looksthrough the windshield out of the vehicle 150 (the front part of thevehicle is displayed on the screen) at the outside scene. The enemy (inthis case, a dinosaur) jumps out of the shadows of a building 153, andthe player shoots at it with the gun 11. Impact 152 is displayed in thelocation at which the gun is aimed when fired, and the discharge of acartridge 155 is displayed. The plurality of cartridges 154 shows thenumber of bullets that can be fired.

When given conditions have been met (such as when all the enemies atthat point have been killed or when sophisticated playing is achievedand the enemies escape), the player travels to the next point.

The game is over when a given number of stages has been met (arrival atthe destination).

A gun sight (marker indicating the point at which the player shouldfire) is displayed on the enemy in the game screen, which may mean thefollowing.

(1) Sight for Change in Storyline

With this sight, the storyline changes to the player's disadvantage(such as travel along a route in which many enemies appear) when nodirect hits have been made in a specific period of time. This sight hasa gage indicating the elapse of a specific period of time. FIG. 3depicts an example of the screen at this time. A circular site 156appears around the enemy 151.

(2) Sight for Appearance of Giant Dinosaur

This sight is displayed in a number of sites where a giant enemydinosaur is found. The dinosaur is not killed except by a direct hit inall of the sights. This screen is described below.

Calculation of Back-Up Score

When the game is played by two players, the back-up score betweenpartners is calculated by the following specific process.

As shown in FIG. 4, the screen 201 is divided into two equal portions tothe left and right, and each player has an area sustaining damage fromthe enemy. The two divided screens are 201A and 201B, respectively.Player A is in charge of territory 201A, and earns points by killingenemies appearing (displayed) in this territory 201A. Player A alsosustains damage from the enemies appearing in this territory 201A.Player B is in charge of territory 201B in the same manner as in thecase of territory 201A. Naturally, points are awarded according to thenumber of enemies killed and not according to territory.

FIG. 5 shows the number and location of enemies killed (symbol 202) byplayer A in a given period of time. Player A has killed seven enemies202 in territory 201A under his charge and three enemies in the otherterritory 201B. That is, by killing three enemies in territory 201B,player A has backed up player B.

Thus, as shown in FIG. 6, the enemies killed are divided according toterritories 201A and B, and the back-up score is defined as follows,where X=7 is the number of enemies 202 killed in territory 201A, and Y=3is the number of enemies 203 killed in territory 201B.

Back-up score=(number of enemies killed by player in companion'sterritory)/(number of enemies killed in player's own territory)=Y/(X+Y)=3/10=30%

In this game, the back-up score is used as part of the score.

It is used, for example, to predict player compatibility on the finalscreen of the game. As shown in FIG. 7, the results such as the numberof enemies killed by each player and hit ratio are displayed on thefinal screen, and the results of the compatibility diagnosis are alsodisplayed. When the back-up score for two people is low on both sides(less than 50%), a message such as one saying “might be time to thinkabout splitting up” is displayed, whereas when the back-up score for twopeople is high on both sides (about 70%), a message such as one saying“what a well-matched pair!” is displayed. When the back-up score is morethan 50%, a message such as one saying “dependable” is displayed when20>β>0, and a message such as one saying “good combo!” is displayed when100>β>20, where β is the absolute value of the difference betweenback-up scores. This back-up score is also used as part of the score.

Moving Line of Vision

The line of vision moves vertically and horizontally depending on thegame situation. This movement changes the sense of depth. For example,the line of vision is changed in stages as the enemy approaches, therebydisplaying the approach by movement. As the enemy approaches, the pathalso widens, so as to keep the presence of the enemy as small aspossible in the screen.

For example, as shown in FIG. 8, view points (camera positions) 211 aand 211 b are on the vehicle 210 on which the player is riding, andvisual fields 212 a and 212 b are obtained, respectively, from theseview points. When an enemy is in location 213 a (when the distance tothe enemy is x1), the view point is 211 a. When the enemy is in location213 b (when the distance to the enemy is x2), meanwhile, the view pointis 211 b. The difference in height between view points 211 a and 211 bis h (view point 211 b is higher than view point 211 a). The height ofthe view point drops in proportion to the approach of the enemy, forexample.

FIG. 9 is a flow chart of this process. First, the view point isestablished at location 211 b in FIG. 8, for example, for initialization(S1). It is determined whether or not the enemy location x2 has changed(S2). When it has changed, the distance x1 to the enemy is measured(S3). The camera position is then established at view point 211 a inconformity with the distance x1 (S4).

Examples of screens are depicted in FIGS. 10 and 11. FIG. 10 is of ascreen when the enemy is at a distance, and is viewed from above. Thisscreen allows a complete command of the scene, so that all enemies canbe seen when several appear. FIG. 11 is a screen of when the enemy isapproaching, and allows the enemy to be apprehended from the front,making it easier to shoot. FIG. 11 depicts a bullet directly hitting theenemy 151.

The camera view point also moves so as to following the enemy that isclosest to the player. When, for example, the closest enemy moves offscreen, the line of sight is directed in the direction in which theenemy has moved. The closest enemy is thus always displayed in thescreen. The player therefore knows which enemy is closest and should bekilled, making it easier to know what to do.

When an enemy goes off screen, the line of vision automatically moves inthe direction of the sound (roars and the like) made by the enemy. Thisallows the player to easily find new enemies.

Enemy Control (Part 1)

Enemies attack both individually and in groups. Enemies move betweenpoints P1 through P5 situated as shown in FIG. 12 (based on splinefunction). Data are introduced at each point for the determination ofbranched/special motion and the like. For example, a given enemy followsthe route from P1 to P2 to P3 to P5, and another enemy follows the routefrom P1 to P2 to P4 to P5. The points are arranged on or behindbuildings, on or behind terrain, or the like. The manner in which thesepoints are followed varies according to player level. The player canmemorize these points to get through the game better.

Enemy Control (Part 2)

The behavior of an enemy is affected by other enemies. For example, whena given enemy cries out upon being attacked in a vulnerable spot, otherenemies nearby stop and turn. When enemy movement thus halts, even for amoment, it is to the player's advantage.

Alternatively, when bullets directly hit glass or water, the enemyreacts to the sound of impact. For example, the enemies gather uponhearing such sounds. This allows an extremely realistic game to unfold.

The extent to which enemies are affected varies depending on the typeand magnitude of the sound. For example, when the enemy leader is hit ina critical area (such as the crown of the head), all of the enemies maybe affected. When glass is struck, enemies within a radius of 10 m invirtual space may be affected. Similarly, when a high-pitched metallicsound is produced, or an enemy other than the leader is struck on thecrown of the head, or the sound of trees bursting is produced, enemieswithin a radius of 6, 3, or 2 m, respectively, may be affected.

Switching From Subjective Screen to Objective Screen

Until now, screens have been subjective, where the enemy is seen by theplayer. However, during multiple play, the screen is sometimes switchedto an objective screen displaying a player on the screen. That is, thesubjective screen is switched to an objective screen, allowing a playerthat is playing at the same time to help another player.

This is described with reference to FIGS. 13 and 14. FIG. 13( a) is of ascreen in which the enemy 151 strikes and damages the vehicle in whichthe players are riding. The symbol 157 is an image indicating theimpact. When the enemy 151 strikes the vehicle, one of the players istaken away. For example, FIG. 13( b) shows the player 158 on the rightside of the vehicle just before being seized by the enemy. At this time,a damage point is added to the player. FIG. 13( a) is of a subjectivescreen, whereas FIG. 13( b) is of an objective screen.

FIG. 14 shows the player being taken by the enemy (symbol 158 is theplayer). At this time, another damage point will be added to the player158 unless the other player shoots the enemy's weak point (all of sight156 in FIG. 14) within a prescribed period of time. Caution is requiredat this time since more player damage points will be added if thebullets strike the player 158.

Gun Control

The ability to fire the gun 11 is demonstrated through control of therecoil and trigger. For example, when only one bullet shows up on thescreen, the recoil is weak when the bullet can be fired. When no bulletsare left, the trigger will not work.

Screen Selection

Either the score screen or objective screen can be selected fordemonstration during the game. For example, as shown in FIG. 15, when alarge objective screen 221 including objects 221 a and 221 b and a smallscore screen 222 are displayed in the display screen 220, the playerstrikes the selection screen 223 “SHOOT TO SCORE PAGE” to make the scorescreen 222 large and the objective screen 211 small, as shown in FIG.16. The player can strike the selection screen 224 “SHOOT TO movie” toreturn to the screen depicted in FIG. 15.

Second Embodiment

In the first embodiment, the invention was described using a shootinggame as an example, but it need hardly be pointed out that applicationsof the present invention are not limited to this type of game. Anexample of its application to a baseball game will be described.

FIGS. 17 through 19 show images in which the pitcher is seen from thecatcher's point of view. In baseball games, it is possible to providescreens that are easy to see by changing the height of the view pointfor each scene, such as scenes in which the pitcher exchanges signs withthe catcher to determine how to throw the ball, scenes in which thepitcher decides on a throw and begins the pitching motion, and scenes inwhich the pitcher pitches the ball.

FIG. 17 is of a scene in which the pitcher is deciding which kind ofpitch to throw. FIG. 17 is from the point of view of the catcher. Thestrike zone 233 for the batter 232 is shown by dotted lines. A path mark234 is set anywhere in the strike zone 233 for the pitcher 231 to decideon the pitching path.

FIG. 18 is of a scene in which the pitcher begins the pitching motion.Once the pitching path has been decided, as described above, the camerapans and refocuses to modify the position of the point of view (the pathis elevated).

FIG. 19 is of a scene of the pitcher pitching. In this screen, the pathis further elevated. The batter 232 bats in the image on this path.

When the batter 232 then hits the ball 235, the camera line of visionmoves in the direction in which the ball travels.

FIG. 20 schematically illustrates the view point positions of thescreens in FIGS. 17 through 19. The camera in FIG. 17 is in position C1.Position C1 is the catcher position. The camera in FIGS. 18 and 19 is inpositions C2 and C3, respectively. The camera moves continuously or instages along the line of view in FIG. 20. The camera movement isautomatically processed and imposes no burden on the player.

FIG. 21 is a flow chart of this process. It is first determined whetheror not the pitcher is in pitch position setting mode (S10). If YES, thenthe camera is set in position C1 where the strike zone is indicated, sothat the player can easily set the pitch position (S11). If NO, it isdetermined whether or not the pitcher is in pitching mode (S12). If YES,the camera is set in position C3 where the battery and the batter aredisplayed (S13) in their entirety. If NO, it is determined whether ornot the mode is in a switched state (S14). If YES, the camera moves fromposition C1 to position C3, as shown in FIG. 20 (S15).

This allows the pitching path between the pitcher and catcher to beeasily set in detail, and makes the bat swing timing easier duringbatting.

When the pitching and hitting screen in baseball games is a fixed screenlooking down diagonally, the ball speed and the path of the inside andoutside angles or the like were readily determined, but the type ofpitch by the pitcher (particularly differences in height) could not beprecisely set. In the second embodiment of the present invention, thepitching path can be readily set in detail using the screen from thepoint of view of the catcher in FIG. 17.

When the point of view of the screen is fixed from the catcher's pointof view in a baseball game, it is difficult to get the batter timingright because it is difficult to get a sense of the distance from thepitcher to the batter. In the second embodiment of the presentinvention, it is easier to get the batter timing right in the screenhaving the point of view shown in FIG. 19. It is also easier to overlookthe entire field.

The screen from the point of view given in FIG. 19 makes it easier toapprehend the ball path and batting timing in baseball games.

Described in terms of the first embodiment, it is easier to apprehendthe route of the enemy's approach and the situation during the approach.

Third Embodiment

The third embodiment relates to a game machine in which the coordinatescreated by the muzzle of the game gun on the television monitor can besensed in real time, and the prescribed game presentation can be alteredaccording to the detected results.

This type of game machine is well known as what is referred to as ashooting game. An example of such a shooting game is “Virtual Cop,” bySega Enterprise. Players enjoy this game by pulling the trigger of agame gun, which is a peripheral device in the form of a gun, whileaiming at the television monitor to shoot enemy characters appearing onthe screen.

Enemy characters (enemies) are concluded to have been successfully shotwhen the muzzle is aligned with the enemy characters, and shots areconcluded to have been unsuccessful when not so aligned. In cases wherean enemy character has been successfully shot, the result is visualized(which may be referred to as a demonstration image, game presentation,presentation result, or the like) to indicate that the enemy characterhas been killed. Here, the absolute coordinate positions created by thegame gun on the television screen were computed in the past as follows.

When the game gun trigger was pulled, the television screeninstantaneously brightened, and a photoreceptor element at the front endof the game gun aimed at the screen received light from scanning spotsin the scanning lines at that time. At this point in time, thecoordinate position at which the muzzle of the game gun was aimed on thetelevision screen was computed by a computing device in the game machineunit based on the trigger-on timing and the timing of the light receivedby the photoreceptor element.

In this method, however, the sighting position of the gun could becomputed only when the trigger was on, so the game presentation resultscould display only images of shooting success or failure.

In the embodiment described below, the sighting position of the muzzlecan be computed or detected in real time, that is, in shorter fixedperiods of times such as every 1/60th second, which is the imaging time,for example.

FIG. 22 is an oblique view of the entire game machine relating to thepresent embodiment. 220 is a projection television, 222 is a frontcabinet, 224 is a bill board, 226 is a rear cabinet, 228 is a peripheraldevice (game gun or gun controller), 230 is a cash box, 232 is a coinchute door, and 234 is an AC unit.

As will be described below, the cockpit around the player is almostcompletely covered by the cabinets because the position formed on thescreen by the muzzle of the game gun is detected with the use ofinfrared rays emitted from the peripheral frame of the screen.

FIG. 23 is an exploded view of the game gun, in which an infrared sensorunit 236A is fixed to the muzzle component at the tip of the game gun.236 is a microswitch for sensing when the trigger is on or off. FIG. 24is a schematic of the display 240A of the television 220, where 12infrared light-emitting elements 240 are uniformly located around thedisplay 240A.

FIG. 25 is a system diagram of the aforementioned game gun, where theinfrared sensor unit 236A is composed of four infrared photoreceptorelements. The four photoreceptor elements are located in four separatepartitions. The light reception signals from each photoreceptor elementare input to a computing means 250 for computing the muzzle coordinateposition formed on the screen from these light reception signals. Theamount of light (light reception ratio) from the four photo receptordiodes, for example, is determined relative to all 12 light-emittingelements based on the detection signals of each element and the balanceand proportion or imbalance and difference or the like in the signallevels between the elements, and the gun aim and position are computedas described above with reference as needed to predetermined data in atable 252 on the relationship between the photoreceptor signals andcoordinate positions. The computing means computes the coordinatepositions on the screen at which the muzzle is aimed based on the aboveaim and position, the computed results are output to the game processor(means) 254, and an image of the prescribed presentation results isdisplayed as the game screen. Thus, unlike the conventional method inwhich the screen light was detected by a photoreceptor component in thegun, the present method does not require light to be shone on the screen(light shining on the screen when the trigger is on can be stressful tothe player), and the coordinate position of the muzzle can be detectedregardless of whether or not the trigger is pulled.

The computing means 250 and game processing means 254 are actuated bythe CPU 101 which is operated by prescribed programs stored in ROM 102,108, 111, or 113, and a table is preset in ROM 102.

FIG. 26 is a flow chart of the operations in FIG. 25. First, in step260-1, infrared rays are received by the infrared sensor unit 236A.Here, the 12 infrared light-emitting elements 240 sequentially emitlight. No two or more emit light at the same point in time. Differencesin the proportion of light received by the four photoreceptor elementsare thus produced as a result of differences in the direction or angleof the photoreceptor element (muzzle) aimed at the screen.

The coordinate position (x,y) formed by the muzzle on the display screenis then detected in step 260-2.

In step 260-3, it is determined whether or not the game gun trigger ison, and when it is on, it is determined in step 160-4 whether or not themuzzle position (x,y) is within the character area, that is, it isdetermined whether or not the shot is a direct hit. When it isdetermined that a direct hit has been successfully made, an imageshowing a direct hit by a bullet, such as a presentation of a dinosaurbeing killed, is displayed on the television screen in step 260-6(process 2).

When the trigger is not on in the aforementioned step 260-3, an image ofthe results based on the following process 1 is displayed in step 260-5.An example of process 1 is one in which the gun is aimed at an imagewhere some action other than shooting the gun can be taken on an objectby just aiming the gun at the object, such as an image of a pitch-blackscene which can be illuminated by a search light (a circle or the likethat is centered on the muzzle coordinates and extends a prescribedinterval around the coordinates), assuming the main character has asearch light, since the muzzle coordinates can be computed and detectedin real time (perpetually). If the trigger is on when an enemy characteris present in this region, the enemy character is hit by a bullet. Evenwhen the trigger is not on, the enemy character is surprised by being inan area lit up by the search light and quickly flees or roars, or anitem can be lit up when the muzzle is aimed at such an item which cannotbe seen in the bushes or the like, or another such presentation effectcan be created.

Since it is also possible to sense when coordinates at which the muzzleis aimed are beyond the screen, the prescribed game presentation can begiven even when the trigger is not on while the muzzle is aimed beyondthe screen. Reloading (replacing the ammunition) is an example. In thepast, the trigger had to be on, with the muzzle aimed beyond the screen.

As described above, the invention in this embodiment makes it possiblefor photoreceptor elements to detect in real time infrared raysconstantly emitted from light-emitting elements, allowing thecoordinates of the game gun (peripheral device) on the game machinescreen to be computed and detected in real time. A plurality oflight-emitting elements are provided, and the coordinates of theperipheral device are readily detected on the basis of the lightreception ratio using a plurality of photoreceptor elements, which canbe effectively reflected in game presentations. The invention is notlimited to infrared light-emitting and photoreception systems, providedthat the muzzle coordinates can be detected.

The present invention can thus detect such coordinates at any time andcan produce a diverse array of presentation effects, as opposed to thosewhich cannot detect coordinates unless the peripheral device is beingoperated (the trigger is on) and in which presentation effects arelimited to whether or not the gun has been fired. The muzzle sight canalso be displayed on screen constantly, or in real time.

It goes without saying that the present invention can also be applied togames, in addition to the aforementioned shooting game or baseball game,that provide screens which are easy for the player to manipulate bychanging the point of view as desired, screens that afford a sense ofbeing actually present in the scene, and screens that have a variety ofchanges and are interesting, as well as other image processing devicesthat display images in three-dimensional virtual space.

Fourth Embodiment of the Present Invention

A fourth embodiment of the present invention is described below withreference to FIGS. 27 through 31. FIG. 27 depicts the appearance of agame machine 1001 adapting the stereo sound effects game system in thepresent embodiment; FIG. 28 is a partially abridged plan; and FIG. 29 isa side view of the same.

A box-shaped booth 1002 housing two players has entrances 1003 openinginto left and right sidewalls 1002 a, a seat 1004 located inside withthe seat back disposed along the rear wall 1002 b, and a largescreened-television monitor 1005 disposed in front of the seat 1004,with the screen 1005 a located facing the front of the players seated inthe seat 1004.

The entrances 1003 are partitioned by curtains or the like not shown inthe figure. A transparent panel 1006 is placed in the top of the rearwall 1002 b to allow people on the outside to view the screen 1005 a ofthe television monitor 1005 inside.

As shown in FIG. 29, the aforementioned seat 1004 is attached onto afloor 1004 a separate from and above the floor 1002 c of the booth 1002,and a pair of left and right speaker structures 1010L and 1010R, whichare vibration generating sources, are located to the left and right onthe bottom face of the foot board component, which extends to the frontof the floor 1004 a, for the players seated side by side in the seat1004.

When the left and right speaker structures 1010L and 1010R are driven,they vibrate the undersides of the players' feet and vibrate the entireseat 1004, causing the players seated in the seat 1004 to feel thevibrations transmitted from the buttocks to the waist and back.

Left and right front speakers 1011L and 1011R are located at about theheight of the shoulders of the seated players in a location on theinside of the left and right sidewalks 1002 a and 1002 b near thetelevision monitor 1005.

Left and right rear speakers 1012L and 1012R are located in the left andright corners where the rear wall 1002 b joins the upper wall 1002 d,these left and right rear speakers 1012L and 1012R being located at aposition behind and somewhat higher than the heads of the players seatedin the seat 1004, with the left rear speaker 1012L aimed at the playerseated on the right, and the right rear speaker 1012R aimed at theplayer seated on the left. It is thus possible to give the player theexperience of broad, uninterrupted stereo sound, whether the player issitting on the left or the right of the seat 1004.

A woofer 1013, which is a bass center speaker, is located at a lowposition in the middle of the left and right front speakers 1011L and1011R. The left and right front speakers 1011L and 1011R are located tothe left and right in front of the players seated in the seat 1004, theleft and right rear speakers 1012L and 1012R are located to the left andright in back, and the woofer 1013 is located at the center in thefront, so that the player is surrounded, as noted above, while speakerstructures 1010L and 1010R are located at the feet of the players seatedside by side.

Gun holders 1020 are attached to the left and right sides of the seat1004, so that the game guns 1021 are removably held therein. The gameguns 1021 can emit infrared rays when the trigger is pulled.

A plurality of infrared photoreceptors 1022 are disposed, as shown inFIG. 30, in the rectangular frame around the screen 1005 a of thetelevision monitor 1005. When the player aims and shoots the gun 1021 atany of the images projected on the screen 1005 a, some of thephotoreceptors 1022 around the screen 1005 a detect the spreadinginfrared rays, and the infrared detection status of the plurality ofphotoreceptors 1022 is analyzed to determine the direction in which thegame gun 1021 has been fired.

Another method is to set up the plurality of photoreceptors 1022 asinfrared-emitting devices around the screen 1005 a, and to use the gamegun 1021 as a photoreceptor, in which case the infrared rays received bythe game gun are analyzed to determine the direction in which the gamegun has been fired.

FIG. 31 is a schematic block diagram of the control system for this gamedevice 1001. A game board 1030 consisting of a microcomputer allows thegame to advance by controlling the television monitor 1005 and thevarious speakers according to the game program stored in memory.

The detection signals from the aforementioned plurality ofphotoreceptors 1022 are input to the game board 1030, and the directionin which the game gun 1021 is fired is analyzed based on these detectionsignals. Designated signals are output from the game board 1030 to theimage processing circuit 1031, the image processing circuit 1031processes images in accordance with the designated signals and outputsthe image signals to the television monitor 1005, and the prescribedimages are projected on the television monitor 1005.

Voice signals are also separately output from the game board 1030 forthe left and right front speakers 1011L and 1011R, while voice signalsare also separately output for the left and right rear speakers 1012Land 1012R.

The voice signals output for the left and right front speakers 1011L and1011R are output through an amplifier 1032 and an amplifier (andequalizer) 1033 to the left and right front speakers 1011L and 1011R,and these left and right front speakers 1011L and 1011R are drivenindependently of each other to produce sounds. Low-frequency signals of500 Hz or below are output by the amplifier 1032 through a low passfilter to the left and right speaker structure 1010L and 1010R, whichare driven independently of each other to produce vibrations.

Left and right sound signals from the amplifier 1033 are mixed andoutput to the amplifier 1034, and low-frequency signals of 1 KHz orbelow are output by the amplifier 1034 through a low pass filter to thewoofer 1013 to produce bass sounds.

Voice signals from the game board 1030 for the left and right rearspeakers 1012L and 1012R are output through the amplifier (andequalizer) 1035 separately to the left and right rear speakers 1012L and1012R to produce sounds that are independent of each other.

As described above, the game board 1030 forms four sound sourcesindependent of each other for the left and right front speakers 1011Land 1011R and left and right rear speakers 1012L and 1012R, outputsvoice signals for each, and drives the corresponding speakers throughamplifiers and equalizers to produce sounds independently of each other.

As such, the left and right front speakers 1011L and 1011R in front ofthe players seated on the seat 1004 and the left and right rear speakers1012L and 1012R in back produce sounds independently of each other,allowing the locations of sounds around the players to be freely changedin order to reproduce extremely realistic stereo sound, while thereverberation of the bass sounds from the woofer 1013 in the center infront of the players is synchronized with images on the televisionmonitor for more exciting and effective stereo sound effects.

The voice signals for the left and right front speakers 1011L and 1011Rare used to drive the speaker structures 1010L and 1010R by way of a lowpass filter to produce vibrations, so that players can experiencevibrations such as the ground shaking underfoot through the whole bodysimultaneously with the stereo sound effects, and can thus enjoy a moreexciting experience under the illusion that they are in the midst ofdanger.

The combined control of the amplitude of the vibrations from the speakerstructures 1010L and 1010R and the volume of the speakers allows moreeffective stereo sound effects to be created without high noise levels.

In this game device 1001, a dinosaur game is incorporated in the gameboard 1030, dinosaurs appear on the screen 1005 a of the televisionmonitor 1005, as shown in FIG. 30, sounds and vibrations are producedwhile synchronized with the movements of the dinosaurs, and even whenthe dinosaurs move out of visible range from the screen 1005 a, soundsand vibrations of dinosaurs moving around the players can still beexperienced.

Players can thus enjoy shooting by operating the game gun 1021 to shootdinosaurs represented by images on the screen 1005 a, direct hits can bedetermined by the direction in which the game gun 1021 is fired, imagesand noises of dinosaurs being killed indicate when they have been hit,and other images and noises indicate when they have not been hit. Soundsof firing game guns 1021, sounds of bullets flying in the direction inwhich they have been fired, and other sounds are also realisticallyreproduced.

Since there is no need for players to wear headphones, there are notroubles associated with wearing headphones or discomfort resulting fromtheir use, allowing players to be more easily absorbed in a more naturalstate by the separate world of the game.

Once players thus begin the game in the booth 1002, they are immersed ina world populated by Jurassic dinosaurs of the Mesozoic age among thegeological ages of the earth, and can enjoy an exciting virtualexperience and game in which the game gun 1021 is used for protectionagainst the dinosaurs.

Fifth Embodiment

Another game device 1051 in a fifth embodiment is described below withreference to FIGS. 32 and 33. This game device 1051 is simple, where thebooth 1052 is composed of a cage 1053 housing a television monitor 1060,and a pair of left and right frames 1054 which extend horizontally backfrom the top left and right of the cage 1053 and are then bent back atthe rear end to hang down at a slight incline.

A seat 1055, which is supported by a leg component 1055 a standing inthe center of the left and right frames 1054 and which is suspendedbetween the left and right frames 1054, is located in the back of thecage 1053. A pair of gun holders 1056 are located to the left and rightin the vertical wall 1053 a in the front side of the cage 1053, and areused to hold the game guns 1057.

The upper part of the vertical wall 1053 a is a transparent panel 1058,a mirror 1059 is disposed at an incline in the interior of thetransparent panel 1058, and a television monitor 1060 is held with thescreen facing up under the mirror 1059. Accordingly, the images shown onthe screen of the television monitor 1060 are reflected in the mirror1059 and are seen through the transparent panel 1058 by the playerseated in the seat 1055.

Left and right front speakers 1061L and 1061R are attached at locationsabout the same height as the mirror 1059 on the inside surface of theleft and right side walls 1053 b of the cage 1053, and a woofer 1063 isattached to a location in the bottom center on the back side of theaforementioned vertical wall 1053 a. Left and right rear speakers 1062Land 1061R are located in the bent part where the vertical and horizontalcomponents of the left and right frames 1054 intersect.

Two players can sit on the left and right in the seat 1055, the left andright front speakers 1061L and 1061R are located to the left and rightin front at a height somewhat lower than the heads of the players, theleft and front rear speakers 1062L and 1062R are located to the left andright in back higher than the heads of the players, and a woofer 1062 islocated in the center before the feet of the players.

In this game device 1051, the left and right front speakers 1061L and1061R and the left and right rear speakers 1062L and 1062R are eachdriven by voice signals to produce sounds based on separately formedsound sources, so the positions of the sounds around the players can befreely varied to reproduce extremely realistic stereo sound, despite thesimple design, and the bass sounds from the woofer 1063 also reverberatein the center in front of the players and are synchronized with theimages on the monitor television, so as to produce more exciting andeffective stereo sound effects.

Sixth Embodiment

The aforementioned embodiments of the invention were used for morerealistic processing of images and sound effects, but special effectssuch as the use of air blasts or physical actions including rotation,vibration, and shaking may be adopted to provide an even more realisticgame machine. A sixth embodiment is described below with reference toFIGS. 34 through 41.

FIG. 34 is a block diagram of the functions of the game machine in thesixth embodiment of the present invention.

An action switch 2002 is provided to enable operations other thanoperations based on game guns, such as buttons for assisting people. Adriver board 2005 receives signals from the game board 2001 to rotatethe seat (ride) which seats two (or more) players, produces drivesignals, and provides the signals to the driver 2006. A servo motor 2007is rotated by the output from the driver 2006. The servo motor 2007 is amotor for rotating the rotatable seat, and is disposed on a rotatingaxle or around it. The direction of the seat is thus rotated or vibratedby the control of the game board 2001.

The players shoot dinosaurs (enemies) on the screen using the game gun2010, but in some cases light-emitting devices 2009 are provided on theTV monitor side for the game gun 2010, as in the third embodiment, whilein other cases photoreceptors 2008 are provided on the TV monitor sideas in the fourth embodiment. The game gun 2010 is provided with a recoilgenerating device 2011 that creates the sensation of recoil just as ifbullets were actually being fired. When the trigger of the game gun 2010is pulled, a valve unit 2 (2014) is opened by the control of the gameboard 2001, air from an air supply source 2012 is supplied, and therecoil generating device 2011 generates recoil. The detailed structureand action of the recoil generating device 2011 are described below.

Valve units 2013 and air blowing holes 2015 are special effects devicesfor blowing air onto the players to further enhance the sense ofactually being in the scene. For example, when enemies rush up, air canbe blown to create a sense of their breathing, and air can be blown tocreate the sense of spurting blood when an enemy has been killed.

Driver boards 2024 and vibration means (bass shakers) 2025 are intendedto make players feel vibrations and the like when enemies approach. Suchvibration means 2025 are commercially available (such as Aura in theUnited States), and can produce a variety of sound effects such asshaking ground and vibrations.

The game board 2001, image processing device 2003, TV monitor 2004,photoreceptor elements 2008, amplifier and equalizer 2016, speakers2017L/R, amplifier and low pass filter 2018, speakers 2019L/R, amplifierand equalizer 2020, speakers 2021L/R, amplifier and low pass filter2022, and woofer 2023 are the same as or equivalent to those indicatedin the first through fifth embodiments.

FIG. 35 is an oblique view of a game machine in an embodiment of thepresent invention (a partial cutaway showing the interior). The gamemachine is in the form of a box, the interior of which becomes dark whenthe player closes the door. A rotating platform (turn table) is locatedabout in the center of the game machine, and a seat accommodating twoplayers is attached on top. As the rotating platform 2050 turns, theplayers variously face the front and back and to the left and right. Apedestal 2051 is located in front of the players. Holsters foraccommodating the game guns 2010 and 2011 and air blowing holes 2015 arelocated in the pedestal. A valve unit 2013 is provided in the interior.

FIG. 36 is a perspective diagram illustrating the operation of therotating platform 2050. The pedestal 2051 is not shown in this diagram.The vibration means 2025 is located just at the feet of the players onthe rotating platform 2050. In the past, this type of vibrating means2025 was often located in the seat (part touching the waist), but sincethe sensation in the waist area is relatively acute, the vibrations endup being felt only in this part of the body and cannot be feltthroughout the entire body, with a diminished sense of actually being inthe scene. Since, by contrast, the sensation in the feet is not all thatacute, vibrations can be felt throughout the entire body as a result ofthe layout in the locations in FIG. 36. This structure can produce thesensation of shaking ground.

FIG. 37 is a schematic plan of the game machine. In the figure, anentrance 2052 is located on the side opposite the TB monitor 2004, withthe rotating platform 2050 in between. FIGS. 36 and 37 reveal thatspeakers 2017L/R are located on the TV monitor 2004 side, and thatspeakers 2021L/R are located on the entrance 2052 side(back side). Thewoofer 2023 is located under the screen of the TB monitor 2004.

FIG. 38 is a cross section depicting the detailed structure of therecoil generating device 2011. FIG. 39 depicts the recoil generatingdevice 2011 attached to the game gun 2010. As shown in the figures, theexternal shape of the recoil generating device 2011 is patterned on agun sight scope, and thus will not seem strange when attached to thegame gun 2010. The recoil generating device 2011 is equipped with acylinder 2011A, a weight 2011B that moves inside the cylinder 2011A, anelastic member (coil spring in the figure) 2011C for pressing the weight2011B against a cushion 2011D when no air is introduced, an emptycomponent 2011E (the empty component facilitates operation)communicating with the cylinder 2011A by way of the cushion 2011D, and afeed tube 2011F for introducing air through the empty component 2011Einto the cylinder 2011A. When no air is introduced, the weight 2011B isat the right end, but when air is introduced, the pressure moves theweight to the left side. The recoil action of this operation providesthe game gun 2010 with recoil just as if a bullet had been fired. Theintensity of the recoil can be adjusted by varying the air pressure,heaviness of the weight 2011B, inside diameter of the cylinder 2011A,and the spring constant of the elastic member 2011C.

After air has been introduced, the other end of the feed tube 2011F notshown in the figure is opened to the atmosphere, and the air in thecylinder 2011A is discharged into the atmosphere. As a result, theweight 2011B is pressed against the cushion 2011D and is returned to itsoriginal state.

In order to effect the aforementioned operations, the valve unit 2013 isoperated in the following manner under the control of the game board2001. When the trigger of the game gun 2010 is pulled, the microswitch236 is activated, and prescribed signals are sent to the game board2001. The game board 2001 immediately opens the electromagnetic valve ofthe valve unit 2014 to connect the feed tube 2011F to the air feedsource 2012. The period for which it is connected varies according tothe degree of recoil. The other electromagnetic valve of the valve unit2014 is then opened to open the feed tube 2011F to the atmosphere. Whenair has been extracted into the cylinder 2011A, the electromagneticvalve is closed. This series of operations takes a short time of no morethan 1 second, for example. The operating time can be adjusted to adjustthe magnitude of the recoil, the firing interval, or the like.

In the example given in FIGS. 38 and 39, recoil and reciprocation areaccomplished by the combination of the cylinder and elastic member, butthe cushion 2011D, empty component 2011E, and feed opening 2011F mayalso be provided symmetrically on both sides of the cylinder, as shownin FIG. 42. No elastic member is needed in this structure. Variouslevels of recoil can be created by adjusting the opening position of thevalue units connected to the feed openings at both ends.

Recoil generating devices 2011 that use air can be made more compact andlight-weight than when a solenoid coil is used. This providesconsiderable advantages when attached to the game gun as shown in FIG.39.

Since the recoil generating device protrudes, a cushion should beattached for better safety.

The operations are described below.

The game machine in this embodiment rotates and vibrates the seat(ride), blows air, and the like in addition to showing the game screen,making it possible to provide a game in which the player feels even morestrongly a sense of being in the scene. The game board 2001 performs thevarious types of control described above in addition to processingsignals from the game gun and controlling the screen. These points aredescribed below with reference to the flow charts in FIGS. 40 and 41.

FIG. 40 is a flow chart summarizing the process. When the situationnormally played in the game changes (S21), the situation at that time isdetermined (S22). It is determined whether or not the situation requiresprocessing for that situation (S23), and the procedure moves on to stepS24 when processing is required (YES). When it is not required (NO), theprocedure returns to step S21, and the game continues. In step S24, (1)a screen is generated and displayed, (2) the ride is driven, (3) andspecial effects are executed, as warranted by the situation.

FIG. 41 is a more detailed flow chart of the process from steps S22through S24 in FIG. 40. First, a determination 1 is made as to whetheror not the ride is to be driven (S31), and when the ride is not to bedriven, the normal game is processed (S32), whereas when the drive is tobe driven, the ride is driven at the prescribed speed and angle (S33),and images are processed in accordance with the movements of the ride(S34). Steps S33 and S34 may be done in reverse or simultaneously. Thefour following types of ride movements are possible.

(1) Position Change

For example, when the game begins or ends, the seat can be rotated fromthe entrance to the screen or the opposite. The rotating platform 2050at this time moves considerably (about 180 degrees).

(2) When the Vehicle in Which the Player is Traveling Moves During theGame

Examples include one large shake when the vehicle turns corners, aswinging type of shaking when crossing a suspension bridge, a jigglingtype of shaking when traveling a gravelly road, a considerably joltingtype of shaking when traveling rough roads, and turning the handle toescape from the enemy. The shaking preferably tilts a maximum of 45degrees from the center. That is because the angle must allow the playerto fire the gun.

(3) When Players Are Eaten by Enemies

When, for example, a player fights a dinosaur appearing on the screenbut is eaten by the dinosaur, the rotating platform moves slowly to aconsiderable extent in a manner congruent with the movement of thedinosaur's mouth on screen.

(4) When a Player Sustains Damage

Examples include when a dinosaur strikes the vehicle in which the playeris riding on screen, or when a player strikes an impediment on screen.In such cases, the extent of rotation is determined according to thesize, speed, or movement of the encountered object.

A status determination 2 is then made as to whether or not to executespecial effects (S35), and the procedure returns to the initial processto repeat the series of processes when no special effects are to beexecuted (S36).

Images are processed in accordance with the movements of the ride (S34),but in the case of (2), (3), and (4) above, the display images changewith the movement of the seat. For example, when the direction of thevehicle changes to flee from an enemy, the enemy which was seen ahead isnow seen to the side, and the images are displayed accordingly. At thistime, the direction in which the player is facing does not face thescreen. This makes it difficult to aim with the game gun 2010 at theenemy, but this all the more enhances game enjoyment. The extent towhich the rotating platform 2050 actually rotates at this time may, butdoes not have to be, completely aligned with the extent to which thedisplay images change. For the sake of enhancing game enjoyment, it ispreferably not completely aligned. For example, if the rotating platform2050 is rotated 180 degrees when the car handle is turned 180 degrees,the player will be facing away from the screen, making it extremelydifficult to shoot, so it can actually be rotated 360 degrees, orreciprocally rotated 180 degrees, or alternatively the screen displaycan be aligned to 180 degrees of rotation. Conversely, when the vehiclecrosses a suspension bridge, more shaking than would actually be thecase can further heighten the sense of actually being in the scene.

A specific example applying the aforementioned processing from thebeginning to the end of a game is given.

(Game Not Started) Nothing is displayed on the screen, and the seatfaces the entrance. The seat safety bar is up.

(Getting Ready to Start Game) The safety bar drops down when playerstake a seat. Players hold game guns 2010. The door closes. When thisstate has been determined, the sounds of a closing door and a keyturning come from the speakers as special effects.

(Game Begins) After the sound effects, the seat is rotated by therotating platform 2050 to face the screen.

(Game Stage Cleared) The seat is rotated to face the entrance to getready for the beginning of the next stage.

(Ride Ends, Game Over) A map and the game results are displayed. Theseat is then rotated to face the entrance and encourage the players todepart.

(When the Ending Has Been Reached) The ending screen is displayed withspecial effects. Game results are also displayed. The outcome of thegame is displayed.

The following are cases of air jet special effects. (1) When the enemyroars, according to magnitude and duration, (2) when the enemy spitspoison, (3) when the enemy appears from under water, (4) when ahelicopter approaches, (5) when an explosion occurs, (6) when a door orpassageway opens, and (7) when a glass window breaks.

INDUSTRIAL APPLICABILITY

As described above, in the present invention, the position of the viewpoint is established based on the situation between predeterminedobjects defined in three-dimensional virtual space, making it possibleto provide an image processing unit which is capable of displayingimages suitable for given situations and which displays more excitingimages that are easier to manipulate. It is also able to provide ascreen that is easier to see and play.

Also in the present invention, the screen is divided into a plurality ofareas for a plurality of players in a shooting game that can be playedby a plurality of players, the plurality of divided areas are matchedwith the plurality of players, and a back-up score calculating means isprovided to calculate the back-up score based on the shooting results ona player's own screen and the shooting results on another player'sscreen, allowing players to be rated according to the aforementionedback-up score, which makes the game more interesting.

The present invention also makes it possible to provide a game device inwhich the game presentation is not limited, allowing a variety ofpresentation images to be realized.

The present invention is also equipped with position calculating meansfor calculating the coordinate position of a peripheral device relativeto the display screen in real time, and is also equipped withpresentation changing means for changing the game presentation displayedon the display screen on the basis of the calculated results, allowingthe sighting position of the muzzle to be computed or detected in realtime, that is, in shorter fixed periods of times such as every 1/60thsecond, which is the imaging time, for example, so that the gamepresentation is not limited, and a variety of presentation images can berealized.

In the present invention, the aforementioned game gun is equipped with arecoil generator for simulating recoil when the game gun is fired,allowing the player to experience recoil while firing the gun, with aheightened sense of actually being in the scene.

Since the aforementioned recoil generator in the present invention isoperated by air, it can be made more compact, more light-weight, andmore reliable.

The present invention is equipped with a booth for housing players, atelevision monitor disposed in front of players in a fixed locationinside the aforementioned booth, a plurality of speakers disposed aroundthe players seated in the aforementioned specific location, speakerdriving means constituting independent sound sources for each of theaforementioned plurality of speakers and for creating integrated stereosound effects, image control means for projecting images on theaforementioned television monitor, and central control means foroutputting designated signals to the aforementioned speaker drivingmeans and the aforementioned image control means as the game unfolds andfor allowing the game to advance while synchronizing the sounds andimages, so that the central control means creates stereo sound effectsby outputting the designated signals to the speaker driver means andimage control means as the game unfolds and by independently driving thespeakers surrounding the players while synchronizing the sounds andimages, thereby allowing players to experience stereo sound effectscorresponding to the game situation which changes in real time. Theplurality of speakers disposed around the players are driven andcontrolled using the various independently formed sound sources,allowing the location of sounds around the players to be freely alteredto reproduce extremely realistic stereo sounds, and allowing moreeffective stereo sound effects to be realized while synchronized withthe images on the television monitor. Since no headphones are used, thetroubles associated with wearing them are eliminated. The players in thebooth are isolated from the external world, and are also visually andacoustically separated from external factors, allowing the stereo soundeffects to be even further enhanced.

The present invention is equipped with vibration means situated at thefeet of the player in the aforementioned specific location and avibration driving means for driving the aforementioned vibration means,wherein the aforementioned vibration driving means produces vibrationsby driving the aforementioned vibration means by means of designatedsignals from the aforementioned central control means, the centralcontrol means creates stereo sound effects by outputting designatedsignals as the game unfolds to the speaker driving means and imagecontrol means, and by matching the sounds and images, while at the sametime outputting designated signals to the vibration driving means as thegame unfolds to drive the vibration means and vibrate the feet of theplayer, thereby making for an even more realistic and excitingexperience.

The present invention is also equipped with a booth for housing aplayer, a display component located inside the aforementioned booth,image generating means for generating images displayed on theaforementioned display component, rotation means for rotating thedirection in which the aforementioned player is facing, and rotationcontrol means for rotating the aforementioned rotation means, whereinthe aforementioned rotation control means rotates the aforementionedrotation means as the game unfolds, and the aforementioned imagegenerating means changes images according to the rotation, so that theplayers are rotated along with the movements of the characters in thegame scenario, and the images are changes with the rotation, furtherheightening the sense of being in the scene.

The present invention is also equipped with a booth for housing aplayer, a display component located inside the aforementioned booth,image generating means for generating images displayed on theaforementioned display component, and special effects generating meansfor giving special effects to heighten the player's sense of being inthe scene as the game unfolds, resulting in a more exciting experiencewith unexpected effects for players.

1. A game machine, comprising: a booth; a display component disposed insaid booth; an image generating device configured to generate images tobe displayed on said display component; a game gun configured to beaimed and fired at selected ones of the images generated by the imagegenerating device; a reaction generating mechanism configured to providea recoil action to a player when said game gun is fired, wherein saidreaction generating mechanism comprises: a cylinder having first andsecond end portions; a movable member disposed in said cylinder; firstand second valve units connected to the first and second end portions ofsaid cylinder via first and second air supply tubes, respectively; andan air supply connected to said first and second valve units via thefirst and second air supply tubes, said first air supply tube beingconnected to said first end portion of said cylinder and said second airsupply tube being connected to said second end portion of said cylinder;wherein said movable member reciprocates in said cylinder by airpressure controlled by opening and closing movement of the first andsecond valve units in accordance with the firing of the gun; and variouslevels of recoil are created by adjusting an opening position of thefirst and second valve units; a rotating platform disposed in said boothand configured to seat a player, wherein said rotating platform isconfigured to rotate about an axis that is substantially perpendicularto a radial direction of the rotating platform; and a rotationcontroller configured to rotate said rotating platform; wherein saidimage generating device changes images as the game unfolds; and saidrotation controller rotates said rotating platform on the axis accordingto the change of the images.
 2. The game machine according to claim 1,further comprising: a special effects generator configured to providespecial effects to heighten the player's sense of being in a scene asthe game unfolds.
 3. The game machine according to claim 2, wherein saidspecial effects generator discharges air at said player.